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Fix last words being double-encoded #1182
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MrMelbert
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Feb 10, 2024
…81386) ## About The Pull Request Fixes succumb last words, when typed in the tgui input popup, being double-encoded/sanitized, resulting in things like this: Upstream port of Monkestation/Monkestation2.0#1182 ## Why It's Good For The Game This bug is annoying and makes text uglier and less readable. Also, bugs are bad. Do I even need to fill this part out for a blatant bugfix?
NaakaKo
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Feb 10, 2024
…#81386) ## About The Pull Request Fixes succumb last words, when typed in the tgui input popup, being double-encoded/sanitized, resulting in things like this: Upstream port of Monkestation/Monkestation2.0#1182 ## Why It's Good For The Game This bug is annoying and makes text uglier and less readable. Also, bugs are bad. Do I even need to fill this part out for a blatant bugfix?
SkyratBot
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Feb 10, 2024
…#81386) ## About The Pull Request Fixes succumb last words, when typed in the tgui input popup, being double-encoded/sanitized, resulting in things like this: Upstream port of Monkestation/Monkestation2.0#1182 ## Why It's Good For The Game This bug is annoying and makes text uglier and less readable. Also, bugs are bad. Do I even need to fill this part out for a blatant bugfix?
NovaBot13
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Feb 10, 2024
…#81386) ## About The Pull Request Fixes succumb last words, when typed in the tgui input popup, being double-encoded/sanitized, resulting in things like this: Upstream port of Monkestation/Monkestation2.0#1182 ## Why It's Good For The Game This bug is annoying and makes text uglier and less readable. Also, bugs are bad. Do I even need to fill this part out for a blatant bugfix?
TaleStationBot
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Feb 10, 2024
…#81386) ## About The Pull Request Fixes succumb last words, when typed in the tgui input popup, being double-encoded/sanitized, resulting in things like this: Upstream port of Monkestation/Monkestation2.0#1182 ## Why It's Good For The Game This bug is annoying and makes text uglier and less readable. Also, bugs are bad. Do I even need to fill this part out for a blatant bugfix?
SomeRandomOwl
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Feb 10, 2024
… popup (#890) * Fix last words being double-encoded when done from the alert popup (#81386) ## About The Pull Request Fixes succumb last words, when typed in the tgui input popup, being double-encoded/sanitized, resulting in things like this: Upstream port of Monkestation/Monkestation2.0#1182 ## Why It's Good For The Game This bug is annoying and makes text uglier and less readable. Also, bugs are bad. Do I even need to fill this part out for a blatant bugfix? * Fix last words being double-encoded when done from the alert popup --------- Co-authored-by: Lucy <[email protected]>
Iajret
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Feb 10, 2024
… popup (#890) * Fix last words being double-encoded when done from the alert popup (#81386) ## About The Pull Request Fixes succumb last words, when typed in the tgui input popup, being double-encoded/sanitized, resulting in things like this: Upstream port of Monkestation/Monkestation2.0#1182 ## Why It's Good For The Game This bug is annoying and makes text uglier and less readable. Also, bugs are bad. Do I even need to fill this part out for a blatant bugfix? * Fix last words being double-encoded when done from the alert popup --------- Co-authored-by: Lucy <[email protected]>
Iajret
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Feb 10, 2024
… popup (#1921) * Fix last words being double-encoded when done from the alert popup (#81386) ## About The Pull Request Fixes succumb last words, when typed in the tgui input popup, being double-encoded/sanitized, resulting in things like this: Upstream port of Monkestation/Monkestation2.0#1182 ## Why It's Good For The Game This bug is annoying and makes text uglier and less readable. Also, bugs are bad. Do I even need to fill this part out for a blatant bugfix? * Fix last words being double-encoded when done from the alert popup --------- Co-authored-by: NovaBot <[email protected]> Co-authored-by: Lucy <[email protected]>
lessthnthree
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Feb 10, 2024
…#81386) ## About The Pull Request Fixes succumb last words, when typed in the tgui input popup, being double-encoded/sanitized, resulting in things like this: Upstream port of Monkestation/Monkestation2.0#1182 ## Why It's Good For The Game This bug is annoying and makes text uglier and less readable. Also, bugs are bad. Do I even need to fill this part out for a blatant bugfix?
jjpark-kb
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Feb 11, 2024
… popup (#26452) * Fix last words being double-encoded when done from the alert popup (#81386) ## About The Pull Request Fixes succumb last words, when typed in the tgui input popup, being double-encoded/sanitized, resulting in things like this: Upstream port of Monkestation/Monkestation2.0#1182 ## Why It's Good For The Game This bug is annoying and makes text uglier and less readable. Also, bugs are bad. Do I even need to fill this part out for a blatant bugfix? * Fix last words being double-encoded when done from the alert popup --------- Co-authored-by: Lucy <[email protected]>
Jolly-66
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Feb 11, 2024
…rom the alert popup (#9726) Original PR: tgstation/tgstation#81386 ----- ## About The Pull Request Fixes succumb last words, when typed in the tgui input popup, being double-encoded/sanitized, resulting in things like this: ![image](https://github.com/tgstation/tgstation/assets/65794972/0d60afba-becc-4ed2-8032-dee50433402c) Upstream port of Monkestation/Monkestation2.0#1182 ## Why It's Good For The Game This bug is annoying and makes text uglier and less readable. Also, bugs are bad. Do I even need to fill this part out for a blatant bugfix? ## Changelog :cl: fix: Fix succumb last words being double-encoded (i.e `i'm` becoming `i'lm`) /:cl: --------- Co-authored-by: Lucy <[email protected]>
JixS4v
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Feb 14, 2024
* Moves teleblocker/beacon implants to the techweb, new research node. Exile implants can now be printed (#81230) ## About The Pull Request This adjusts some of the techweb stuff related to security implants. I meant to do this in the original PR but got LAZY because I wanted to push it out the door, and then the feature freeze happened. Teleport Blocker and Beacon implants have been moved from cargo to the departmental lathe, printable at (where else?) security. **They can no longer be purchased from cargo.** They are behind a new research node, which requires Subdermal Implants and Miniature bluespace research. This node costs 2500 points. Exile implants can now be printed from the security lathe. Security Implants now have their own lathe category. This also slightly adjusts the descriptions for the implant case designs to reflect their contents. ## Why It's Good For The Game First and foremost -- I really had meant to do this in the original PR. Throwing these implants into cargo was intended to gate access to them until later in the round. In hindsight, cargo doesn't really accomplish that in the way I'd hoped. It's still available roundstart, and no price will change that. Having these be handled by science is a much more sound idea. (Also security already has enough to be ordering from cargo, and not nearly enough reasons to be yelling at science!) Exile implants should be easier to access, especially for how little impact they actually have. The simple convenience may be the difference between a peaceful resolution or being beaten to death in the back of the brig. Adjustments to the lathe categories, descriptions are for slightly better UX. * Automatic changelog for PR #81230 [ci skip] * Fix Flaky Failure From Fire (#81399) ## About The Pull Request Closes #81396 , Closes #81391 , Closes #81403, Closes #81402 I don't know why but I thought this proc was only called once, when the mob entered the turf. That was silly. And going back at it, I'm not entirely sure why I tied `TRAIT_NO_EXTINGUISH` to the element anyways, rather than the lava like it originally was. While going back over this, I cleaned up the proc a bit. ## Changelog Not necessary * Fix last words being double-encoded when done from the alert popup (#81386) ## About The Pull Request Fixes succumb last words, when typed in the tgui input popup, being double-encoded/sanitized, resulting in things like this: Upstream port of https://github.com/Monkestation/Monkestation2.0/pull/1182 ## Why It's Good For The Game This bug is annoying and makes text uglier and less readable. Also, bugs are bad. Do I even need to fill this part out for a blatant bugfix? * Automatic changelog for PR #81386 [ci skip] * Replaces beach bar virtual domain varedited bar closets with prefabs (#81384) ## About The Pull Request This changes the varedited/manually populated bar closets in the lavaland virtual domain with the proper prefabs used on lavaland. ## Why It's Good For The Game The doors don't look wonky now. ![image](https://github.com/tgstation/tgstation/assets/28870487/109ed9d5-762f-48ee-953e-6c669b51bbeb) ## Changelog :cl: Rhials fix: The beach bar virtual domain's bar closets no longer have default locker doors. /:cl: * Automatic changelog for PR #81384 [ci skip] * Mining Bluespace Survival Capsule's "Stand back!" alert now actually has meaning (#81193) ## About The Pull Request - Standing in range of a Bluespace Survival Capsule being deployed will now toss you away from the deployed location of the pod, to roughly 2 tiles away. ## Why It's Good For The Game I always found it weird (and a little misleading) that triggering a survival capsule alerts people to "Stand back!", but it's actually harmless to stand on top of it and even smart in some contexts since you phase into it like nothing happened. So I added the missing flavor. This also has some potential shenanigans involving antagging, as you can time it perfectly so that you toss it just in time to throw people away from it. Note: The Luxury Elite pod is so large, that even after being thrown away, you may still end up inside the pod by the time it deploys, but I think that's funny. So. ## Changelog :cl: Melbert add: Shaft Miner's Bluespace Survival Capsules will now throw people away from it when it deploys. Be sure to heed the warning to "Stand back". /:cl: * Automatic changelog for PR #81193 [ci skip] * Adds fire ants as a chem (#81214) ## About The Pull Request Adds fire ants as a chem. They work pretty much exactly the same as normal ants, but they deal roughly 2x damage. Also mildly cleans up whatever ant code I touched ## Why It's Good For The Game Doesn't really make sense that when you scoop up an anthill of fire ants, you get a beaker full of normal ants. It's honestly an injustice. Also, new flavours for the bartender and chef to work with are always nice. ## Changelog :cl: add: Fire ants can now be scooped up and used as a chem like normal space ants /:cl: --------- Co-authored-by: Aki Ito <[email protected]> * Automatic changelog for PR #81214 [ci skip] * Freedom implant and Biodegrade works on knotted shoes (#81376) ## About The Pull Request - Freedom Implant will un-knot knotted shoes. - Biodegrade will melt knotted shoes. ## Why It's Good For The Game Just a niche interaction idea I had. Knotted shoes are, obviously, obstructing your movement so these two tools that aim to un-obstruct your movement should do something about it, right? Also it would be funny to see a Ling melt their own shoes. Biodegrade prioritizes handcuffs over anything else so it shouldn't be of great concern. ## Changelog :cl: Melbert add: Freedom Implants and Biodegrade can you free you of the shackles of knotted shoes. /:cl: * Automatic changelog for PR #81376 [ci skip] * two new tgui commands (for coders) (#81381) ## About The Pull Request tgui:prettier-fix runs prettier fixes tgui:eslint-fix runs eslint fixes ## Why It's Good For The Game ![image](https://github.com/tgstation/tgstation/assets/70376633/dadf7047-5fc0-498b-93a5-53d03a706b73) * [FIX] Makes Deathtrap Recycler Movable (#81282) ## About The Pull Request Fixes #81205 ~~Adds a new flag for letting you move otherwise un-deconstructable objects and making deconstructable objects immovable with a wrench.~~ ~~Adds that flag onto the ORM.~~ makes ~~ORM un-unwrenchable,~~ deathtrap recycler unwrenchable. ## Why It's Good For The Game seems like an oversight on the recycler that unnecessarily limited gimmicks, ~~and one of the long-running peeves with something like the ORM has been how damn easy it is to walk up to it, unwrench it, and walk into cargo through the windoor mapped for mineral storage access (which basically everyone has.) This makes it so if you'd otherwise do that, now you at least need to either deconstruct or destroy the ORM first (or just take another less obvious way in.) Always seemed like an oversight but can atomize it if wanted.~~ atomized out, will ask around before putting back up ## Changelog :cl: fix: deathtrap recycler can now be moved. refactor: moved check for NO_DECONSTRUCTION flag to be inside can_be_unfasten_wrench, allowing us to set specific machines to be movable but not deconstructable. /:cl: * Automatic changelog for PR #81282 [ci skip] * Fixes the energy cake slice's on-eat effect triggering before it is eaten (#81382) ## About The Pull Request This makes the energy cake deal its damage/effects AFTER being fed, instead of before. It also adds combat logging to force-fed energy cakes, just in case. Also, this adds a balloon alert to the pacifist check. Cool! ## Why It's Good For The Game Fixes a wacky combat bug, and adds some minor adjustments made along the way. Closes #81351. ## Changelog :cl: Rhials fix: The Energy Cake slice now does its on-eat effect AFTER being eaten, instead of before. /:cl: * Automatic changelog for PR #81382 [ci skip] * Automatic changelog compile [ci skip] * MuleBOT UI/ID Fixes (#81380) ## About The Pull Request - Fixes https://github.com/tgstation/tgstation/issues/81363 - Fixes unable to set MuleBOT home from control panel - Fixes missing MuleBOT ID from Botkeeper PDA app - Adds input validation for changing MuleBOT ID from control panel - Removes hardcoding of MuleBOT IDs and home destinations - MuleBOT will now automatically set its home to the navigation beacon on its initialization turf ## Changelog :cl: LT3 fix: MULEbot will correctly display its loaded cargo on BotKeeper fix: MULEbot home beacon can be set from control panel code: MULEbot home location is automatically set on init /:cl: * Automatic changelog for PR #81380 [ci skip] * Allows shakers to pour drinks with custom names and descriptions (#81234) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This adds the ability for shakers to pour drinks with custom names and descriptions. You can alt-click on a shaker and it will prompt you to set the name and desc for the drink, and they will be given to description of whatever drinking glass you pour into. Washing the glass will remove these customization (it will also now remove any changes made using a pen). https://github.com/tgstation/tgstation/assets/42454181/6cf336f0-0621-49f3-baf1-91038f454c24 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game While this already kind of exists by using a pen to change the name and desc, this is pretty annoying to do for every single glass of a beverage you serve. It also is overwritten whenever the kind of drink in the glass is changed. This PR will let bartenders serve plenty of their own special concoctions without having to rename every single glass they serve. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: add: Shakers can now pour drinks with custom names and descriptions! Alt-click the shaker to enable this. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: MrMelbert <[email protected]> Co-authored-by: Ghom <[email protected]> * Automatic changelog for PR #81234 [ci skip] * Adds a Touchy quirk (#81387) ## About The Pull Request Adds a new quirk for -2 points that requires you to be next to something to examine them, like blindness but without the timer or actual blindness itself. ## Why It's Good For The Game For the player using the quirk, it's 2 points for losing the ability to simply examine everything around you, making it harder to tell what someone has in their hands when they are charging at you, for example. You need to get up and close to things to see what they are. For people being examined, it's just another possible excuse to be near them, opening up plausible deniability for actions such as sleepy pens, changeling stings, etc. ## Changelog :cl: Atlasle, JohnFulpWillard add: Adds the Touchy quirk, you need to be next to something to examine it, for 2 extra quirk points. /:cl: * Automatic changelog for PR #81387 [ci skip] * museum away mission (#81208) ## About The Pull Request adds a new gateway map, the Nanotrasen Museum it is filled with """"Mannequins"""" and Common Core lore im not putting the preview here because you really should explore it yourself but if youre that curious i think the Checks tab in mapdiffbot would have it this gateway map contains no combat unless you count falling into chasms because you did not carry a light or going into the boarded room with no loot or any incentive with obvious signs that there is the sole enemy on the map in there the loot is the lore ok thanks also makes mines detonate if theyre detonated by a non-mob im pretty sure this couldnt have been intentional trams stop chasms and also the relevant items <details> <summary>on second thought if you want spoilers check this</summary> ![image](https://github.com/tgstation/tgstation/assets/70376633/41ab2db1-55ce-4371-8594-a1d8961c37c3) </details> ## Why It's Good For The Game more gateway maps = good ## Changelog :cl: add: nanotrasen museum gateway map /:cl: --------- Co-authored-by: MrMelbert <[email protected]> Co-authored-by: Ghom <[email protected]> * Automatic changelog for PR #81208 [ci skip] * Fix Lipoplasty not existing (#81397) ## About The Pull Request Fixes #81395 Boo-womp, as they say. ![image](https://github.com/tgstation/tgstation/assets/51863163/531a1ffa-dfaf-4e0a-b8b7-ec9414514350) ## Changelog :cl: Melbert fix: Lipoplasty is An Option again /:cl: * Automatic changelog for PR #81397 [ci skip] * Refactors how machines are deconstructed (#81291) ## About The Pull Request This refactors how machines are deconstructed in the following ways - You can no longer override `obj/machinery/deconstruct()`. If you want customized behaviour then override `on_deconstruction()` instead. This comes with the added benifit of no longer needing to check for the `NO_DECONSTRUCTION` flag because the machine base proc does that for us & if it finds that flag it won't proceed to call `on_deconstruction()` meaning no machine will have a chance to spawn anything which is the current behaviour. This is required to make #81290 work for all machines at least so that machine can send the `COMSIG_OBJ_DECONSTRUCT` signal without subtypes overriding & forgetting to call the parent proc - `dump_contents()` only gets called when the machine is deconstructed not destroyed thus not leaving behind any of its contents inside. Fixes https://github.com/tgstation/tgstation/pull/81290#issuecomment-1925752583 ## Changelog :cl: fix: machines that should not drop contents when deleted no longer do. refactor: refactors how machines are deconstructed. report bugs on github. /:cl: --------- Co-authored-by: MrMelbert <[email protected]> * Automatic changelog for PR #81291 [ci skip] * Fixes Statues emitting solid lights (#81398) ## About The Pull Request Fixes #63653 ![Screenshot 2024-02-10 003356](https://github.com/tgstation/tgstation/assets/16868239/2fc8b2f0-81a0-40d9-9b52-bd04e66a30df) Custom sculpted statues no longer include the light layers of objects such as lanterns and PDA lights. ## Why It's Good For The Game No longer have to worry if sculpting someone with their lights on. Can safely sculpt a vibebot without covering your screen in a solid circle. ## Changelog :cl: fix: Sculpted statues stop including light layers. /:cl: --------- Co-authored-by: LemonInTheDark <[email protected]> * Yeets CONSIG_ORGAN_WAG_TAIL (#81400) ## About The Pull Request It was dumb. LITERALLY just a proc. So let's replace it with a proc then, as a helper at least. I'll take this chance to disambiguate tail code to make it a bit less messy, and hand back usable args in case we want to react to our change in tail status ## Why It's Good For The Game Code's less shit (slightly) * Fixes funky closet type (#81389) ## About The Pull Request `secure/closet` -> `secure_closet`. Changes nothing besides making the mapped in closet use the right name. ## Changelog :cl: Melbert fix: Lavaland Beech Bartender's clothing storage is named the right thing now /:cl: * Automatic changelog for PR #81398 [ci skip] * Automatic changelog for PR #81389 [ci skip] * Client colo(u)r no longer uses Client.color, now coloring the render game plane instead (#81328) ## About The Pull Request Rather than utilizing `client.color`, client color datums now apply their colors to the render game plane. This means 1. The player's HUD is no longer affected by client colors. Being colorblind (in game) no longer makes all hud elements grey as well, only the world. 2. Overall, less harsh colors. ## Why It's Good For The Game 1. The player's HUD, being an OOC concept, should remain unaffected by stuff like glasses and blindness. This is how it worked in the past, before plane cube (IIRC), but it was lost in the transition. 2. Overall just looks a lot better, IMO. Here's what meson goggles with glasses colors active looks like: Before: ![image](https://github.com/tgstation/tgstation/assets/51863163/081b69b2-e545-48f8-9016-071107b2c4c1) After: ![image](https://github.com/tgstation/tgstation/assets/51863163/8a823a82-3953-4889-9594-ccae87843c00) ## Changelog :cl: Melbert qol: Glasses colors should be a lot less harsh, and being blind no longer also blinds your hud. /:cl: * Automatic changelog for PR #81328 [ci skip] * Contractor loadout adjustment + Price tweak (#81293) ## About The Pull Request Removes RNG items from the possible pool of items that gets given to contractors when they buy their kit. Contract kit: ![image](https://github.com/tgstation/tgstation/assets/66163761/d6009273-6ede-44b4-a2a4-6db4c9030400) ## Why It's Good For The Game ![image](https://github.com/tgstation/tgstation/assets/66163761/ac08bfe9-4186-4e8e-a15b-0077d1e7433f) ![image](https://github.com/tgstation/tgstation/assets/66163761/a1d19780-9a97-407e-af75-842548cd7010) The idea is that contractors should have the things they need in order to begin contracting in the first place. They are given thermals + SyndEye to find targets. Modsuit/Contractor Suit/Chameleon mask+jumpsuit to conceal/disguise their identity. Their Jammer + Baton in order to pull off successful abductions without getting dogpiled by the entire station. In their current state, contractors are too weak, when at the end of the day, the most harm they are doing is temporarily removing a crew member for like 5 minutes. They should have a bit more power now in order to have a bit more impact into the round. ## Changelog :cl: balance: Contractor kit no longer gets RNG items, it's a specific pool now /:cl: * Automatic changelog for PR #81293 [ci skip] * Fixes xeno larva click interaction (#81415) ## About The Pull Request Xeno larva can now bite people, or nudge them with their heads, once again. At some point, they stopped being able to do their usual bite. Their lack of active hands would lead to the "you look at your arm and sigh" message but like. You don't have arms you are a worm. I don't think this changes any other larva click interactions. ## Why It's Good For The Game You can bite people to grow faster as xeno again. You can bonk stuff with your head as xeno again. ## Changelog :cl: fix: You can now click things as an alien larva again. /:cl: * Automatic changelog for PR #81415 [ci skip] * Makes the wizard's pets not fight to the death (#81412) ## About The Pull Request Adds the `"Wizard"` to the wizard's pets Jimmy and Jommy, preventing Jimmy from killing Jommy and trying to kill his owner. Fixes #81410 ## Why It's Good For The Game The wizard federation is supposed to train their pets better than this. ## Changelog :cl: fix: The wizard's pets Jimmy and Jommy no longer fight to the death. /:cl: * Automatic changelog for PR #81412 [ci skip] * New masks (#81217) ## About The Pull Request Adds 3 new masks: * Kitsune mask * Facescarf * Rebellion mask All masks (and facescarf) are recolorable. And also thanks to Kovac for the scarf sprites ## Why It's Good For The Game Cool masks for make character style more unique. All are recolourable. ![2024-01-28_12-20-48](https://github.com/tgstation/tgstation/assets/106491639/49b532f7-ccfe-4556-a54f-a4884a9fda77) ## Changelog :cl: add: 3 new masks for your characters (thanks to Kovac for the scarf sprites) /:cl: --------- Co-authored-by: tattle <[email protected]> * Automatic changelog for PR #81217 [ci skip] * Automatic changelog compile [ci skip] * Fix some Section jank disallowing stamps from working properly and messengers from auto-scrolling (#81418) ## About The Pull Request ### Alternate title: "A spark of madness drove me to want to fix paperwork tgui" While doing paperwork I noticed that stamps could not be placed below a certain point on paperwork, just reverting to being higher up. Actually testing this, it seemed the stamps were not accounting for scroll offset in some way. <details> <summary>Images of Stamping Issue</summary> ![image](https://github.com/tgstation/tgstation/assets/42909981/96dbdafa-b7fc-44ed-8a93-2d0d9bfd51dc) ![image](https://github.com/tgstation/tgstation/assets/42909981/7193585a-511a-41b5-a3a0-8670ed692c14) </details> This led me to look into the code, and lo and behold, when `PaperSheetStamper` in `interfaces/PaperSheet.tsx` was trying to get the scroll offset from its `scrollableRef` it was simply returning 0 for `scrollTop` and 469 for `height` regardless of what either value should be. I presumed _something_ was causing the reference to not be properly forwarded from `PreviewView`'s `Section` to `PaperSheetStamper`, and continued by testing `onScrollHandler`. `onScrollHandler` seemed to actually have the desired values, and so I made my first naive fix: having `PrimaryView` instead handle taking the values from `onScrollHandler` and forwarding them to `PaperSheetStamper`, and this worked fine! However, I felt I didn't understand enough about _why_ the reference method didn't work to commit to this approach. So I went to look deeper, and found that there's actually at least one more thing suffering from this issue. `interfaces/NtosMessenger/ChatScreen.tsx`, the PDA messenger. Specifically, its `scrollToBottom` method was using a `Section` reference similarly to our problematic `interfaces/PaperSheet.tsx`, and wasn't actually working. <details> <summary>Images of PDA Issue</summary> ![image](https://github.com/tgstation/tgstation/assets/42909981/354c3ee5-15e2-4ffb-95eb-b4d33f58701a) </details> With tens of tabs of React documentation and tg files open went through a crash course in React references, and hey uh- wait, no, hold on. It can't be. Right? `components/Section.tsx` was handling two distinct references, `forwardedRef` and `contentRef`, in two distinct places. The former, at the highest `div`, the latter at a lower `div`... together with `onScroll`, seemingly confirming my suspicions. Looking through the file's history, it seems that over the last several prs and reimplementations of parts of this file, the `div` it was forwarding a reference from was moved from being the same as `onScroll` to a different `div` altogether. Then, this became `contentRef`. And to confirm this, merging `forwardedRef` and `contentRef` seemed to fix the issues with both stamping paperwork and PDA auto-scrolling just fine. <details> <summary>Images of PDA Issues Resolved</summary> ![image](https://github.com/tgstation/tgstation/assets/42909981/aaa6ccac-3271-4056-9761-a0a38ac72a4b) ![image](https://github.com/tgstation/tgstation/assets/42909981/1f03f627-8a75-4df2-89c2-757ff9fdbd42) </details> <details> <summary>Images of Stamping Issues Resolved</summary> ![image](https://github.com/tgstation/tgstation/assets/42909981/a4e36095-ec6b-4109-aeee-17cf9ced6ef3) ![image](https://github.com/tgstation/tgstation/assets/42909981/ca4eb62b-c7ed-4420-b869-58970da6a9f9) ![image](https://github.com/tgstation/tgstation/assets/42909981/bf1309ec-3a8b-4aa5-baed-b45a8ccfc577) </details> Final notes: - I recognized the issue at play in a moment of madness at 1am, it however still took an extra day for me to feel confident enough in my React to actually fix this without crashing everything else ever. - Coincidentally "Ace Combat Zero Soundtrack - Zero" was playing in the background while finalizing this. - For some esoteric reason beyond my current comprehension, as opposed to non-stamped paperwork, stamped paperwork does not auto-focus when scrolled over sometimes. As it already did this before my changes, I am considering it outside of the scope of this pr. It would also most likely deal 3d8 psychic damage, on top of it being 1:53am as of writing this. ## Why It's Good For The Game Reduces paperwork jank, but broadly fixes issues with Section's forwarded reference not actually being a reference to the scrolling part. This includes PDA messengers' scroll to bottom actually working. Fixes #60508. Given the issue is from 2021 I don't think it's _related_, but it exists again and hey it works fine now! Fixes PDA messengers' scroll to bottom actually working. Fixes, uh, probably other stuff that used to rely on this working. ## Changelog :cl: fix: Fixed stamps not accounting for scroll offset. You can actually stamp paperwork properly without using accursed knowledge again. fix: Fixed PDA messenger not scrolling to the bottom when a new message gets sent. /:cl: * Automatic changelog for PR #81418 [ci skip] * Fixes bluespace launchpads from not working in shuttles (#81421) ## About The Pull Request Fixes #81314 does what it says on the tin, I made the check more discriminatory by checking supply and ferry areas instead (the two ways the crew can get to centcom). ## Why It's Good For The Game it is what it is ## Changelog :cl: fix: You can now use bluespace launchpads from shuttles (except cargo and ferry shuttles) /:cl: * Automatic changelog for PR #81421 [ci skip] * Fixes engines being pointed at the wrong direction in old ferries such as base, meat and lighthouse (#81422) ## About The Pull Request I noticed that the engines were backwards on some of the old shuttles, probably some fucky wucky updatepaths. We should at least do the bare minimum maintenance on these admin only ferries ## Why It's Good For The Game ## Changelog :cl: fix: Fixes backwards engines in a few of centcom's ferries! * Automatic changelog for PR #81422 [ci skip] * [NO GBP] Heretic path of moon, post launch patch (no jeature jeeze this time) (#81428) ## About The Pull Request This pull request does a few things: First up, the moon smile now does a 2 second knockdown and all its effects have been granted an increase of a few seconds making it more powerful. Second up, the mark now does a bit of sanity damage on detonation. Not a lot but its helpful before you get the blade knowledge. Lastly the ascension has been tweaked so that lunatics now get an antagonist hud and are able to see who is a lunatic and who isnt. The heretic has received the same treatment and can now see who is and isnt a lunatic. Being within the heretics line of sight whilst its ascended now puts an effect on the tile you are on because people were complaining about it not being clear enough. ## Why It's Good For The Game Path of moon struggled a LOT in the early game compared to every other path and I think that made it very weak, this buff should put it more in line with other paths whilst not over throwing the balance completely. The ascension changes are purely for qol as the previous system made it very hard to tell who is and isn't a lunatic and it was consistent feedback that I received every time a moon heretic ascended. ## Changelog :cl: balance: Smile of the moon's effects now last for longer and have a longer minimum active time balance: Mark of moon detonations now do sanity damage qol: Ascended moon heretics and lunatics are now able to see who is and isn't a lunatic. qol: People inside the ascended moon heretics sanity draining aura now gain an effect under their tile. /:cl: * Automatic changelog for PR #81428 [ci skip] * Removes the adapted flashlight (#81426) ## About The Pull Request It doesn't need to exist, I killed see_in_dark so we can always see shit emissives. ## Why It's Good For The Game Cleaner code * Fixes complex lights not handling moving well, renames lighting defines (#81423) ## About The Pull Request [Fixes static lights not moving](https://github.com/tgstation/tgstation/commit/ffef43c05a55dae414ef94558ecf9b9df709ded7) Worked fine when the owner moved, but if the owner was inside something else, it would try and trigger an update on the PARENT's lights, which are obviously not us. [Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they do](https://github.com/tgstation/tgstation/commit/de73a63bd4d97783c69c95370726d1c253ffb8fe) People keep trying to change the lighting system of lamps and it makes me mad. I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a better name for turf matrix lighting. Suggestions welcome ## Why It's Good For The Game Closes #80005 Hopefully improves understanding of lighting at a glance ## Changelog :cl: fix: Fixes fancy lights not updating their source location when picked up and moved /:cl: * Automatic changelog for PR #81423 [ci skip] * Venus Human Traps have an orbit menu category, recieve antag datum on spawn (#81411) ## About The Pull Request Venus Human Traps now have their own category in the orbit menu. It is a pleasant shade of green, just like vines are. ![image](https://github.com/tgstation/tgstation/assets/28870487/90615559-a45b-44a6-8fb4-39a9172a8e3a) Venus Human Traps are also now given their antagonist datum upon spawning from a flower. The datum isn't really anything special but it's consistent with the other antag spawners. This also makes the spawner piece of the VHT flower bud invisible. It's an abstract object meant to handle the logic for spawning, and only the structure should be visible. This currently manifests as there being two, identical flower buds on the same tile when a flower bud spawns. I did not want to get into untangling the two objects in this PR. ## Why It's Good For The Game Venus human traps being lumped in with the humans in the "Alive" menu is WEIRD. Now ghosts can give a gigantic vine infestation the attention it truly deserves. Fixes a minor visual incongruity found while doing all this. ## Changelog :cl: Rhials qol: Venus Human Traps are now visible in the orbit menu. Cool! fix: Spawning as a Venus Human Trap now properly gives you an antag datum/objective. fix: Venus human trap flowers no longer have a second, identical flower under themselves. /:cl: * Automatic changelog for PR #81411 [ci skip] * Fixes various bloodied hand overlay related issues (#81430) ## About The Pull Request Fixes #76900 I made it so bloodied hands use two separate overlays instead of jankily swapping which icon is applied to the one overlay, because it was literally never clearing the individual hand overlays, which is what caused the linked issue I also fixed your hands appearing bloodied when holding bloodied gloves, this was caused by a _one character incorrect negation_ I remember this bug having been around for a long while I have no idea how no one else has fixed this by now Oh and also I think the overlays have never correctly updated when removing or attaching limbs? Baffling, honestly. ## Why It's Good For The Game Bugs are bad and these ones in particular were making me mad. ## Changelog :cl: fix: Getting blood on your hand when you only have one no longer makes your hands visually permanently bloody fix: Holding bloodied gloves no longer makes your hands look bloody, bloodied gloves now look bloody when worn, and damaged gloves now look damaged when worn fix: Gaining or losing an arm now correctly updates your hand overlays /:cl: * Automatic changelog for PR #81430 [ci skip] * Mapload anomalies are no longer orbit points-of-interest (#81431) ## About The Pull Request Mapped-in anomalies no longer register as points-of-interest in the orbit menu. This is primarily for the hollow anomalies from the anomaly research ruin. Player-stabilized anomalies, and regular event anomalies, will still show up here. ## Why It's Good For The Game These damn things take up over half the misc tab. Less clutter in the orbit menu. ![image](https://github.com/tgstation/tgstation/assets/28870487/099cda4d-42e2-478d-ac21-fe0ec7a21e60) ## Changelog :cl: Rhials qol: Map hazard anomalies are no longer treated as points-of-interest in the orbit menu. /:cl: * Automatic changelog for PR #81431 [ci skip] * Makes brainwashing immune to mindshield implant, you can only take it off through surgery now. (#81419) ## About The Pull Request What it says on the tin, Removes the mindshield effect implant on removing brainwashing, Don't worry though, you can still remove it through surgery (interdepartmental interaction!). Allows for more engaging and in-depth gameplay that focuses on making security less infallible. ## Why It's Good For The Game This PR makes security more infallible which is a good thing, by making them more prone to infiltration and backstabbing. it enhances the paranoia aspect present in the game. no longer can you trust someone just because they are a member of security (not that they trust them completely 100% in the first place, changelings exists). allowing for more deep user-generated stories full with intrigue and depth. the stuff I feel is the core gameplay loop of SS13. By making sure you can 100% trust someone with a mindshield and redshirt you take away that feeling of dread, whether or not this person can be trusted. Can you trust your sec buddy that was gone for a concerningly long amount of time arresting and killing a head with just a notion "oh that guy is a cling"?. what if he was brainwashed within that space of time and ordered to frame that head? That is what I absolutely love to happen. Also to keep it in line with the hypnoflash, where you CAN do this. and the process is way easier (at a cost of high TC and unreliability). Brainwashing takes a lot more time to do. it should at least be on par with hypnotizing. ## Changelog :cl: balance: Brainwashed individuals can no longer be debrainwashed through a mindshield implant, they still protect you from brainwashing though! You just need to get medical to fix them up. /:cl: * Fix paperwork not displaying the writing utensil font, colour, and boldness (#81429) ## About The Pull Request ![image](https://github.com/tgstation/tgstation/assets/42909981/89b80bda-4d18-4b04-88d1-8ad78c006dff) Paperwork was somehow only using the writing utensil's font, colour, and boldness within player-created input fields or the big writing field, but never in the proper paperwork. This is apparently because at some point `setFontInText`'s wrapping of it in a span tag with the proper style had swapped from using `style="stuff"` to `style={{stuff}}`, which doesn't actually seem to work here. Swapping this back seems to make it perfectly functional again. I don't know either. ## Why It's Good For The Game Fixes more paperwork jank. ## Changelog :cl: fix: Paperwork should actually use the writing utensil's font, colour, and boldness outside of input fields again. /:cl: * Automatic changelog for PR #81419 [ci skip] * Automatic changelog for PR #81429 [ci skip] * Fix love not working right before Valentines day (VERY HIGHI priority) (#81440) ## About The Pull Request The parent new call is what handles showing the alt appearance to the mob So we add the alt appearance to our date, try to show to any mob, it fails (there is no seer), then set seer Fixes this by fixing the order ## Changelog :cl: Melbert fix: You can once again see love on Valentines Day /:cl: * Automatic changelog for PR #81440 [ci skip] * Fix lag when viewing ore silo long logs list (#81232) ![6OrHcTlN6Z](https://github.com/tgstation/tgstation/assets/137328283/89ed9091-e85b-4032-bae1-19200d5ad10d) ## About The Pull Request - Logs tab is now using a virtual list that renders only visible components, thus preventing lag when logs list grows too long. More about it [here](https://github.com/tgstation/tgstation/pull/81016#issuecomment-1921765723). - Minor tweaks to Ore Silo UI to account for new backend changes and TG style guide. ## Changelog :cl: fix: Separated logs list into pages in ore silo UI, thus fixing lag when logs list grows too long. /:cl: * Automatic changelog for PR #81232 [ci skip] * Resprites changeling abilities and weapons (By MelokGleb and KREKS, McRamon) (#81394) ## About The Pull Request The original PR has went stale for a long while now, which is a pity, since it's an overall improvement on lingus' sprites: #80702 ## Why It's Good For The Game >Old changeling sprites look old and boring, we thought they should get an update ## Changelog :cl: MelokGleb and KREKS, McRamon, Ghommie image: New sprites for changeling powers and items. Woooh. /:cl: --------- Co-authored-by: MelokGleb <[email protected]> * Automatic changelog for PR #81394 [ci skip] * Automatic changelog compile [ci skip] * TGchat: Tweaks & Fixes (#81354) ## About The Pull Request 1. Case Sensitive highlight has been fixed, it works now 2. Added `Clear Chat` button, clears the active tab. Code stolen from GoonStation closed PR https://github.com/goonstation/goonstation/pull/16708 3. Added `Mute` button, it allows to switch off Unread counter on separate tabs 4. Cyrillic is supported by highlights again 5. Small appearance edits, unfortunately dropdowns are just as bad 6. Buttons when pressed no longer remain highlighted as if you were hovering over them, which was slightly misleading and generally looked like a bug (I'l revert it if you say so) ## Why It's Good For The Game You can mute individual tabs so they don't clutter your eyes, clear chat if you need to and create Case Sensitive highlights, isn't that nice? ## Images of Changes <details> <summary>Case Sensitive</summary> https://github.com/tgstation/tgstation/assets/69762909/1123049c-05e1-4110-82de-79c2f807453f </details> <details> <summary>Clear Chat</summary> https://github.com/tgstation/tgstation/assets/69762909/6ac91d08-2a22-435e-974d-7386ade77b77 </details> <details> <summary>Mute Button</summary> https://github.com/tgstation/tgstation/assets/69762909/394dbe46-2e6f-4217-840c-d9a7ebaff566 </details> ## Changelog :cl: Aylong add: Added `Mute` button into `Chat Tabs` settings, it disables tab unread counter add: Added `Clear chat` button into `General` settings, you can clear your dirty chat like you did it before TGchat fix: Case-sensitive highlighting now works properly /:cl: * Automatic changelog for PR #81354 [ci skip] * Adds unit test for tail wag emote, fixes tail wag emote (#81437) ## About The Pull Request <details> <summary>Funnier for who, Lemon?!</summary> ![image](https://github.com/tgstation/tgstation/assets/13398309/4cd755fa-ed92-4b99-802c-f22591f8238c) </details> https://github.com/tgstation/tgstation/pull/81400 broke the tail wag emote. This will make it work again. I did test it. _cough_. <details> <summary>Before</summary> ![image](https://github.com/tgstation/tgstation/assets/13398309/57589b8c-49b4-4d3f-81cf-e43432ac1a8c) </details> <details> <summary>After</summary> ![image](https://github.com/tgstation/tgstation/assets/13398309/3770d21f-4553-49c0-a60f-11c71be37430) </details> My fault for not writing a better unit test I guess. ## Why It's Good For The Game Fixes a bug. ## Changelog :cl: fix: *wag emote is now functional again /:cl: * Automatic changelog for PR #81437 [ci skip] * Makes some space ruin area names more distinct (#81432) ## About The Pull Request This slightly changes some space ruin area names. They should be slightly more distinctive and collide less with actual station locations (I.E. there can be two "The Quartermaster's Office" areas or two "The Bridge" areas). ## Why It's Good For The Game Slightly more naming consistency, less confusion in the jump-to-area menu. ## Changelog :cl: Rhials spellcheck: Some space ruin area names have been made more distinct. /:cl: * Automatic changelog for PR #81432 [ci skip] * Fix Knit Flesh (#81385) ## About The Pull Request Fixes Knit Flesh damaging organs instead of healing them, and also the red color overlay staying on victims forever if the organ extraction process is interrupted. Also improves some grammar and wording of the chat messages of the spell. ## Why It's Good For The Game When a spell says it heals organs, it should not damage them instead. Also people should not stay red forever I think. And lastly we wants our chat messages to use proper english, don't we?. ## Changelog :cl: fix: knit flesh now heals organs as intended, and does not cause its victims to be red forever if interrupted spellcheck: knit flesh chat messages are no longer gramatically incorrect /:cl: * Automatic changelog for PR #81385 [ci skip] * Operand Swap for QuirksPage.tsx (#81438) ## About The Pull Request The changes included in this PR were requested by maintainers of [Nova Sector](https://github.com/NovaSector/NovaSector). - Changed the input operand of `getValueClass`, replacing the `value` number with the full `quirk` object. - Renamed `getValueClass` to `getColorValueClass`. ## Why It's Good For The Game A downstream repository has requested that I make this change, so they can easily maintain their own changes to it. The change should allow them to add more heading colors for quirks on the Character Preferences page. This change is purely semantic, and there are no visible changes to the game, * Revenants no longer make noise walking into gibs (#81420) ## About The Pull Request Turns the hardcoded sound that plays when you walk into some gibs into an Element and adds a check for flying to avoid playing the sound, fixing Revenants, Holoparasites, and other mobs that fly from making noise when "walking" into a pool of blood. ## Why It's Good For The Game I was observing a revenant and heard them making noise from walking over blood, thought it was kinda f*cked up ## Changelog :cl: fix: Revenants (and other flying mobs) will not make noise when walking into pools of gibs, /:cl: --------- Co-authored-by: Ghom <[email protected]> * Automatic changelog for PR #81420 [ci skip] * Moves inter-round caches to cache/. Deletes tmp/ between rounds. Keeps tts from killing servers. (#81433) * Reduces chat/audio spam when multiple ghost polls are being called (#81441) ## About The Pull Request This slightly modifies the polling subsystem. The sound/chat popup for a new role is now only given on the first "stack" of a role signup. Let's say 3 loneops roll at once (ty admins), you'll still get the toast popup for 3x loneop rolls, but you'll only get one text highlight in the chat, and only one audio stinger. Even if the first 2 loneops don't have anyone sign up for it, using the text or toast signup options will still sign you up for the last roll as it completes. This shouldn't make signing up any harder, just quieter. ## Why It's Good For The Game Less spam in chat. Less headset-blasting audio bleeps. Cool! Closes #80998. ## Changelog :cl: Rhials fix: Ghost role polls should spam you less when multiple of the same roll occur in succession. /:cl: * Automatic changelog for PR #81441 [ci skip] * Painkillers now actually induce analgesic effects (#81335) ## About The Pull Request This adds a new trait, `TRAIT_ANALGESIA`, and makes various painkillers (+ tenacity trauma) apply said trait. This prevents various pain-related effects, such as screaming due to pain, and also provides a speed bonus during surgery. ## Why It's Good For The Game Gives more of an incentive to actually use reagents such as morphine or miner's salve. ## Changelog :cl: add: Painkillers (i.e morphine, miner's salve) now actually induce analgesic effects, preventing various pain-related effects, such as screaming due to pain, and also provides a speed bonus during surgery. add: The tenacity trauma (traumatic neuropathy) also applies analgesic effects. refactor: Simplified code related to reagents adding traits. /:cl: * Automatic changelog for PR #81335 [ci skip] * Partial fix of heretic shapechanges (#81434) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Fixes #79713 and partially #80525 - heretics should no longer regain their spells improperly when coming back from a shapeshift. Note: heretics losing their living heart when shapeshifting is an unrelated issue that I wanted to solve in this same PR originally, but it has proven to be more complicated than anticipated. So only spell fix for now. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game I see bug I kill it. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: fix: heretics no longer lose their spells when returning from a shapeshift /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * Automatic changelog for PR #81434 [ci skip] * Automatic changelog compile [ci skip] * Nuka Cola causes irradiation (#81362) ## About The Pull Request Nuka Cola now causes irradiation. ## Why It's Good For The Game Most of our speed bonuses, such as Methamphetamine, comes with a downside (the usual one being brain damage), because speed is king. When you give people a speed boost that comes with absolutely NO downsides outside of visual, it turns out people abuse it, a lot. Even a small speed boost ends up being abused. It is not uncommon to see security officers saddled with two, three bottles. Nor is it uncommon to see tiders use it to escape said officers, or antags to escape said tiders. Do you see the problem here? It has become a situation where not having it puts you at a disadvantage, which is sad. Irradiation fits thematically, too. And it also shows you when someone's using it, since they start glowing green. ## Changelog :cl: Melbert balance: Scientists have discovered Nuka Cola is not good for short term health. /:cl: * Automatic changelog for PR #81362 [ci skip] * Makes AI tracking more snappy, improves API (AI movement change) (#81401) ## About The Pull Request Ok so tracking (from the datum) worked, but when used to follow someone it had a noticable delay from the datum needing to wait for process to fire to do its work This would be an expensive proc to run constantly, but we don't really have to (there are not that many ai eyes in the world). So rather then only processing to keep step, let's track the target mob by its movement, and then fall back on a process loop to handle rechecking in case of camera memes. This does technically mean you won't "break" the track if the cameras go out until the tracked mob moves, but I think that's a reasonable price to pay for more responsive movement. I think I could make our current system work with it too, though it would be a bit more wasteful. John if you have opinions just lay into me. I've also renamed/pulled apart the helper procs for the trackable datum, with the hope of making how they are used more understandable at a glance Oh and rather then holding a weakref since I needed MOVED anyway I just use QDELETING to free the ref if the mob goes away ### Edit: #### Glide size touchups Implements glide size mirroring so we move at the same speed as our target Also moves the existing signal to send to the trackable datum itself, as appears intended from the doc comment #### AI behavior changes Rewrites ai movement to be less dumb OK so 2 things here. One is a behavior change, the other is a visual QOL thing. The way ai movement works is we move graduated "steps". Either moving 1, 2, or 3 steps per tick. We do this by, so long as input is held down, incrementing a number called "sprint" Currently it'll go from 10 to 50 (formula effectively looks like steps = (sprint / 20) + 1)) Anyway, this is... not fine but ok, but the way we handle deceleration is ass IMO. It's literally just wait 0.5 seconds and sprint resets. I think this feels crummy, so instead I've made it decay depending on how long you go between inputs, at 7x greater rate then it increases. That's the behavior change. Visual change is a lot easier. Ais were not gliding properly. They assumed they had 4 ticks to move a tile, rather then 1. This meant they'd jump around constantly, to catch up to where we expect them to be. I've fixed this by giving them 1 tick instead. Should feel a lot better ## Why It's Good For The Game Snappier response times, cleaner code ## Changelog :cl: add: AI's acceleration now smoothly decays, instead of just falling back down to 0 after 0.5 seconds fix: AI's standard movement (non accelerated) is smooth now, instead of constantly jumping around fix: AIs will now follow their targets more closely, shouldn't have any issues with them lagging behind anymore /:cl: * Automatic changelog for PR #81401 [ci skip] * Reduces Time For Nightmare To Gain a Critical Strike (#81317) ## About The Pull Request This PR reduces the amount of time it takes for Nightmare to gain a critical strike whilst in jaunt (15 > 7 seconds) ## Why It's Good For The Game Having watched players use the new mechanic added to Nightmare's Light Eater in #80670, I've recognized that the 15 second requirement is extremely clunky in practice, as it was a carryover from when Nightmare got crits from being out of jaunt as opposed to staying in. Since Nightmare's job requires it to usually be out of jaunt smashing lights or APCs when it isn't engaged in combat, reducing the time it takes while in jaunt to gain a critical strike allows Nightmare to get more use out of the mechanic without throwing off their general game plan so much. ## Changelog :cl: balance: Nightmare's Light Eater takes less time in jaunt to gain a critical strike, being reduced to 7 seconds from 15 seconds. /:cl: * Automatic changelog for PR #81317 [ci skip] * Fixes valentine love again, for real this time, "why did no one report this" edition (#81470) ## About The Pull Request Basic one-person huds now default to having no AA flags set, rather than `AA_TARGET_SEE_APPEARANCE` set I thought it would be fine to let basic huds just use default hud flags without realizing the default flags were very self-defeating for this. Also also kinda dumb. Why does it default to letting the target see the hud? Whatever I guess. This fixes Valentines seeing love hearts on themselves in addition to their companion I'm surprised no one reported this. ## Changelog :cl: Melbert fix: Valentines no longer see themselves covered in hearts. They only see their Valentine covered in hearts. /:cl: * Automatic changelog for PR #81470 [ci skip] * Fixes Krav Maga allowing pacifism bypasses. (#81447) ## About The Pull Request Fixes Krav Maga allowing pacifism bypasses. ## Why It's Good For The Game Bugfixes are good for my GBP count. Also, pacifism bypasses bad. ## Changelog :cl: CandleJaxx and Iamgoofball fix: Fixes Krav Maga allowing pacifism bypasses. /:cl: * Automatic changelog for PR #81447 [ci skip] --------- Co-authored-by: Rhials <[email protected]> Co-authored-by: orange man <[email protected]> Co-authored-by: MrMelbert <[email protected]> Co-authored-by: Lucy <[email protected]> Co-authored-by: Nick <[email protected]> Co-authored-by: Aki Ito <[email protected]> Co-authored-by: jimmyl <[email protected]> Co-authored-by: Higgin <[email protected]> Co-authored-by: Changelogs <[email protected]> Co-authored-by: lessthanthree <[email protected]> Co-authored-by: Ghom <[email protected]> Co-authored-by: John Willard <[email protected]> Co-authored-by: SyncIt21 <[email protected]> Co-authored-by: Ed640 <[email protected]> Co-authored-by: LemonInTheDark <[email protected]> Co-authored-by: Xander3359 <[email protected]> Co-authored-by: Thunder12345 <[email protected]> Co-authored-by: NeonNik2245 <[email protected]> Co-authored-by: tattle <[email protected]> Co-authored-by: _0Steven <[email protected]> Co-authored-by: Singul0 <[email protected]> Co-authored-by: Rex9001 <[email protected]> Co-authored-by: siliconOpossum <[email protected]> Co-authored-by: Interception&? <[email protected]> Co-authored-by: MelokGleb <[email protected]> Co-authored-by: Aylong <[email protected]> Co-authored-by: Bloop <[email protected]> Co-authored-by: ViktorKoL <[email protected]> Co-authored-by: Dani Glore <[email protected]> Co-authored-by: Kyle Spier-Swenson <[email protected]> Co-authored-by: IndieanaJones <[email protected]> Co-authored-by: Iamgoofball <[email protected]>
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About The Pull Request
bugfix
Why It's Good For The Game
meow
Changelog
🆑
fix: Fix succumb last words being double-encoded (i.e
i'm
becomingi'lm
)/:cl: